jakewilliams wrote:I'm very disappointed to see a new map start with 12 terits per person in 1v1. Shame that you couldn't have made it more balanced.

The map never went through the foundry process, so what do you expect...

It's not like the foundry foreman was involved in the map or anything. Very disappointing.

As is the case with any map on Conquer Club, it won't be perfect for every setting, (but should be good for the majority of settings) and some settings should be avoided if you want to avoid any early luck factors. In that sense, it really is no different.

Moreover, limited edition maps are usually crafted for specific purposes, as was the case here.

Don't get me wrong, I think it's a nice map and well made, should be fun, all props to Mr B... but as a limited edition map, like the st. patrick's day map, it was made in secrecy and thus didn't go through the rigorous peer-review system of the Foundry.

So I would say that making the maps this way has it's advantages and disadvantages. Advantages would be that it's a nice surprise for the players, disadvantages are... well, what I said in the first paragraph.

Anyway I'm not going to say anything more about the map until I've played a game or two on it...

jakewilliams wrote:I'm very disappointed to see a new map start with 12 terits per person in 1v1. Shame that you couldn't have made it more balanced.

I actually thought this had been addressed - here's a quote from the development thread:

MrBenn wrote:Each 'seeded' team is in a starting position, which means these will be distributed evenly.In 1v1 games, each person starts with 11 territories

I guess my maths must've been off... Let me see if I can fix it

edit: I think that the way to fix it is to lose the starting positions and the extra army on the seeded team...

Yeah, I was kind of surprised when I took a look at grifftron's Game 7127032 that it was set up that way. Sounds like the extra army is the problem. If you could fix it, before the Singles tournament starts, that would be great!

1. Get rid of all the starting positions, and let the drop be completely random. In a 1v1 game this means that each player starts with 11 terrs, and the seeded teams would not have an extra man. For larger-player games it will increase the odds of somebody holding a group from the start (although no bonuses can be dropped).

2. Add more territories to the starting positions. While drafting the map I put together some groupings to dish out every country; in a 1v1 each player would then start with 16 terrs. I don't recall how this would effect larger-player games.

On balance, I guess I'd prefer option 1

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that

When this goes live, the territory bonus will be capped at 3, meaning that no matter how many territories you occupy, you'll get the standard +3 to deploy, with any additional reinforcements you get from bonuses.

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that

jakewilliams wrote:I'm very disappointed to see a new map start with 12 terits per person in 1v1. Shame that you couldn't have made it more balanced.

I actually thought this had been addressed - here's a quote from the development thread:

MrBenn wrote:Each 'seeded' team is in a starting position, which means these will be distributed evenly.In 1v1 games, each person starts with 11 territories

I guess my maths must've been off... Let me see if I can fix it

edit: I think that the way to fix it is to lose the starting positions and the extra army on the seeded team...

...Sounds like the extra army is the problem.

I was wrong about the extra army being the problem. I didn't really understand what you meant by "seeded teams being distributed evenly", but now that I've looked at the 1 game from the doubles tournament that has started, I get it.

The math went wrong because, in a 1v1 game, after the seeded teams are divided up, 4 to a player, the remaining 24 teams are divided evenly by 3, giving each player 8 additional armies, for a total of 12, instead of all 32 group positions being divided by 3, which would have resulted in each player starting with 11.

cannot fortify from winner Gp * to runner up Gp * (and vice versa) in same group even with all group countries held. Despite the fact that attacks are all unidirectional from these positions. [e.g., a player can attack from RSA to winner Gp A then attack runner up Gp B then attack ARG then attack runner up Gp A.] (You would think you could fortify back through the way you attacked through...)

cannot fortify from Finalists past Semifinalists although you can attack from finalists to semifinalists to quarterfinalists to winner and runners up to groups.

Game:Game 7132570 But I imagine it is this way with all games on this map...

Seems like fortifications should be able to go the directions of attacks. None of theses are bombardment nor one-way attacks.

cannot fortify from winner Gp * to runner up Gp * (and vice versa) in same group even with all group countries held. Despite the fact that attacks are all unidirectional from these positions. [e.g., a player can attack from RSA to winner Gp A then attack runner up Gp B then attack ARG then attack runner up Gp A.] (You would think you could fortify back through the way you attacked through...)

cannot fortify from Finalists past Semifinalists although you can attack from finalists to semifinalists to quarterfinalists to winner and runners up to groups.

Game:Game 7132570 But I imagine it is this way with all games on this map...

Seems like fortifications should be able to go the directions of attacks. None of theses are bombardment nor one-way attacks.

That's not a bug, that's adjacent fortifications!

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that

cannot fortify from winner Gp * to runner up Gp * (and vice versa) in same group even with all group countries held. Despite the fact that attacks are all unidirectional from these positions. [e.g., a player can attack from RSA to winner Gp A then attack runner up Gp B then attack ARG then attack runner up Gp A.] (You would think you could fortify back through the way you attacked through...)

cannot fortify from Finalists past Semifinalists although you can attack from finalists to semifinalists to quarterfinalists to winner and runners up to groups.

Game:Game 7132570 But I imagine it is this way with all games on this map...

Seems like fortifications should be able to go the directions of attacks. None of theses are bombardment nor one-way attacks.